Quarterly Goals - June 2019

Note: Please go to JimmyChattin.com where content on writing will be posted.

I'm cutting down this quarter to a number of goals I've found works great: four. Thank you for your patience with me getting this list out - the last two weeks have required a drastic reevaluation. Let's get started.

My Goals Due June 2019

Phone Lock Reminder Screen

  1. JimmyChattin.com
    1. The primary goal was going to be to finish Shallow Seas, but I think a website to show off Shallow Seas is of a lot more interest. By June, I need the domain name "JimmyChattin", an "About" page, contact and hiring information, and a backlog of posts for the site. We're going to keep this simple, maybe adding tags for posts as necessary.
    2. Surprise! WordPress makes setting up a website amazingly easy. With a coupon code, I now have JimmyChattin.com for the next two years! Now let's add some content to it ~
  2. Finish Draft 1 Shallow Seas
    1. My first among equals. The goal last time was to draft Shallow Seas; that didn't happen, but I'm close. This time, we're going to cover the final thirty-to-forty-thousand words.
  3. Lists
    1. "Blessed are the list makers." I hope to systematize my life. First, we're going to need to make and stick with a "No, But" list - whenever something would distract from goals or pure pleasure, pause. Give the list a review. Then either give it a "hell yes" or an unashamed "no". Maybe include writing my own obituary too. There's no time to dally.
  4. Edits
    1. Update the stories They're Aboard and Unblinking Skitarii (working titles), two fan fictions written around 2018 for the Warhammer 40K universe. There are a few edits I've left behind for myself, so finally 'completing' these stories would be grand.

These goals, though fewer, are bigger than previous endeavors. Regardless, I'll push hard. However, all are subject to replacement in the next three months. I'm keeping eyes peeled for Games Workshops' Black Library open submissions for 2019. If / When that hits, a few alternates will have to be taken up instead of the above:

  • Send one fully realized submission to Black Library. That's brainstorm, logline, outline, pick, draft, revise (continuously), and finally submit a Warhammer story.
    • Ideas already:
      • Follow a soldier's horrific journey through a spaceship boarded by aliens he once called home.
      • A simple heist of the jewels in an alien crypt at the heart of a continent goes wrong.
      • The lost crew of a ship crash on an ancient space station hidden in a sun's corona.
  • Play Warhammer games (for research, of course). Total War Warhammer and Vermintide 2 and a boatload of audiobooks should do the trick.

This'll be a tough three months. With GDC happening in March, leading a new fitness group, and training / coaching for Las Vegas's Corporate Challenge competitions, distractions will be rife. Rising in my role at my job is also a concern as I seek both more responsibility and less time in office. Wish me luck and give me understanding as things get shifted around to realize these goals and position myself for a life of leisure in the future.

If you're interested, these were useful links for determining goals for JQ:

Original Photo; Source Unknown

Divine; 2buiArt

Quarterly Goals Recap - March 2019

Read the original goal post here.

Phone Lock Screen Reminder; Source unknown
I'm here to write. Write I did. What I've been up to these last three months:

What Were My Goals?


  1. First Draft of Shallow Seas
    1. Failed. This is all on me. I wrote some +100K words. Most of that ended up in outlines that were rewritten and scrapped. One-and-a-half months spent on that. Heck, I have another outline. I learned I need to be faster on outlining and commit earlier. For now, I can get this draft done, my first draft of a novel-length work! (Almost there - another quarter should have it written.)
  2. Time Efficiency
    1. Won. From spending 40-50% of my time on what I categorize as time wasters (commuting, internet browsing) and chores (hygiene, food, cleaning), I'm sitting nicely at 25-26.5%! By any measure, this is a huge improvement. The goal was to get below 33% of time spent on these activities; the goal now is to maintain it.
  3. Be Assertive
    1. Won. I am asking more for what I want. I fear less of saying the word 'no'. There's a lot of improvement to be made here, though I think I'm on my way to... Better decisiveness? Self command? Self respect? Anyway, it's a good place to be.
  4. Voice Acting Credit
    1. Failed. Totally missed this. Time spent on writing Shallow Seas might have been split up to take on voice work. However, to attempt equal time for both would guarantee the mediocrity of each. I've learned a lot having two creative endeavors in one quarter.
  5. Marathon Capacity
    1. Failed. As soon as I posted this goal, I went for another half-marathon practice run in December. Only now, three months later, is the rough scar fading. I certainly need better shoes and socks if a full marathon is to be adequately trained for. The tangential benefit is that I spent more time on the low-impact stationary bike!
  6. Play Games
    1. Failed. I have an entry in my time tracking software for 'Pleasure - Games'. I have only now in the last week spent more time playing video games (six hours) than I have in the entirety of the last three months. This article sums up the paralysis I'm working on overcoming in not just game playing, but in many aspects of what is termed 'self care'.
  7. Read
    1. Won. Maybe. I'm doing this somewhat. Nearly every night before getting ready for bed or in the middle of a weekend's afternoon I'll settle down for an hour of physical browsing. I will do more of this, but that's a general statement of 'protect and value your time to yourself'. So for now, let's chalk this up to a win.

43% success rate. Ouch. And even after (temporarily) ending my time as a Couchsurfing host! Can I recover from that supposed failure? What are the lessons, the return, from all of this?

For one, be a lot faster in the brainstorming and outlining stages of writing - I wrote a full outline of Shallow Seas with everything but world description and dialogue, only to throw that out.

Another thing would be to have only one creative, product-generating goal in a quarter. Getting to voice acting felt as a drag on my psyche after spending two hours every morning writing on Shallow Seas. I must focus and there's only so much focus to go around.

Generally, protect my time. Really think about saying 'yes' to anything. 'No' ought to be the default; "if it's not a HELL YES, it's a no".

What's for next time? Here's a shortlist of some considerations:
  • Finish Shallow Seas's first draft.
  • Make a JimmyChattin.com website.
  • Edit a bunch of written short stories.
  • Spend a little less time on others.
  • Leverage certain financial saving opportunities.

Heck, maybe I'll just hire a life coach March 1st. Do you know one?


Quarterly Goals - March 2019


Phone Lock Screen Reminder; Source unknown.

My Goals Due March 2019


  1. Draft 1 Shallow Seas
    1. Shallow Seas is a working title for this Hero's Journey that steps off of Campbell's wheel at times because actions have consequences. Severe consequences.
      Have an outline (8500 words), but it needs much more. Finish the outline, finish the first draft. This I'll do by March.
  2. Time Efficiency
    1. I am unhappy wasting time. Right now chores and what I literally categorize as "waste time" take up anywhere from 40% to 50%, mainly resting in food prep, cleaning, and commuting.
      The goal here is to get that time to be less than one-third of my weekly spending. Moving to a new office five minutes away will help a lot, but more work might be needed (or in need of being cut) to achieve this outcome.
  3. Be Assertive
    1. Simply put, I'm too non-confrontational. It's literally my most recognized, positive trait. However, there's a darker side, too.

      A few events have happened in this last quarter where not practicing assertiveness has caused negative outcomes not only for myself, but for others. To reduce how I hurt others, I must serve myself with the favor of expressing directly my wants and needs. Here is where I'll start.
  4. Voice Acting Credit
    1. From last quarter, I have a demo reel. It should be changed, but I have the knowledge to do that, too. It's fun to make voices, to act with play emotion, and I will be unhappy to not have tried being an accredited voice actor, at least once.
  5. Marathon Capacity
    1. I want to be able to run a marathon. Do I actually need to compete in one? No. The goal is to be able to do a practice marathon (this is nearly universally not recommended), if not dip my toe into a competition this Spring.
  6. Play Games
    1. A very important conversation with a very important person helped me realize I need to enjoy life. From that, there are four areas I revel in, those being: Do well, daydream, be present, and serve.

      Games can accomplish two, possibly three, of those for me. Four, if by 'serve' means serving my future self, not burning out on the non-consequential tedium of the day-to-day, but to glory in this thing called life.

      How am I going to measure this? Not sure yet - heck of a SMART goal, right? But I will track time spent enjoying myself, possibly scheduling it in and defending it (#Assertiveness!).
  7. Read
    1. I've stopped reading. Yes, there are audiobooks, and yes, I browse articles and the like. But what of a thing I must take in with my eyes, to focus my hands and gaze and mind on?
      Books are going to start appearing at my bedside and novels will appear on my phone, accessible within two clicks. I will not give up on reading, nor, dare I say, should you.
Let's see about accomplishing more than 50% of these seven plans for myself. What do you want to give your future self?

Listening to Kaszimir's Flag while putting this together. While on YouTube, checkout Jenna Moreci, the inspiration for these quarterly goals.

Original photo; Source unknown.
P.S. Picked this quarter's image based on having a 'vision' of a new story premise, a combination of 1984 and Fahrenheit 451, the theme being that knowledge is a terrible thing. Robots, lots of fire, loss of innocence, sexy firefighters, the pitch may need some work :)

Quarterly Goals Recap - December 2018

Where have the three months gone!? Truly, time flies.

Just as truly, 2018 has been the year of self-discovery and definition. Between flexing my capabilities in software development, getting a better taste of project management, traveling abroad, writing, and putting pen-to-paper when it comes to what I want to accomplish in life, possibilities are both growing and solidifying.

Of the extreme danger of sounding more vague, simply put, I am.

Enough of that for now. Let's talk about what we set about to do three months ago and where we are now, three months hence.

What Were My Goals?

  1. Stream 100 Days
    1. Won. Verbatim, a stream didn't happen consistently for 100 days, nor did a schedule get strictly adhered to. Why? Two things: First, I liked engaging with viewers, but they weren't the reason I showed up on stream; they were a passive byproduct of me merely making public work that interested me. Second, spending two weeks in India with followup on either end of the trip put the nail in the coffin of "is streaming for me".
  2. Voice Work
    1. Failed. Did I learn how to voice act? Yes. Did I study, making a sample reel of voices? Yes. Did this get sent out, or myself apply to even gigs for free to try for accreditation? No.

      I really enjoy acting with my voice, so will I pursue more voice acting ventures? Most likely.
  3. Creative Writing
    1. Won. A story on my mind for awhile has been outlined. Certain fluid parts have solidified. That, and a balance-sheet of the stories I'd like to write has been put together. This sheet, which includes things other than writing, will be where future goals get drawn from.
  4. Say No!
    1. Failed. The (spectacular) failure here involves other people. I need to remove that weakness, being more assertive, and feeling more compassion for my future self more often than for the needs of others. Assertiveness is feedback from multiple folks in multiple scenes of my life, so there's something to it.

Despite having only four goals laid out this time, we're still 50% for success. Hey, at least I'm consistent!

What has been learned:
  • Don't fear dropping an exploratory goal (eg streaming) early if it really does not click.
  • Be assertive. Become more militant in protecting time.
  • I like voice acting.
  • I really like writing.
  • I really enjoy putting together spreadsheets!

During the last three months, a balance sheet of life goals has been put together and quantitatively evaluated. My five purposes in life have been distilled into four. Four 'buckets' of enjoyment have also been defined, though singular activities from these buckets may need to be specified for time's sake.

But what's next? It's clear more 'me' time is necessary, as well as writing. Things for the day job may be considered, including scheduling time off work. Whatever happens, we'll see more in the next post. Cheers for now!

Quarterly Goals - December 2018

Getting down to business. Let's do it.


My Goals Due December 2018

Phone Lock Screen Reminder; Source unknown.

  1. Stream 100 Days
    1. Inspired by the likes Professor Broman and Gary Vee (both available in podcast format on Google Play), any work done ought to be documented. This isn't a new concept for a software developer like myself. However, the purpose is about the process - heck, anything that I do can be a stepping stone or learning experience for others.

      I'll be trying out places like Twitch, Mixer, and Facebook Live, doing things like playing games and learning how to do voice-overs. My gamertag account is RowmanSailor and will be used for all the testing, but I may move to the account GreyLibrary for broadcasting in the long term. (Can always abandon it if I don't feel keen on streaming.)

      But why 100 days? Because, on Twitch, if a person streams for 90 days, they are already in the top 20th or 10th percentile of all streamers ever. (It's a numbers game, folks.)
  2. Voice Work
    1. Strangers I meet will consistently comment on my voice. Can I refine that into something more? Maybe. This quarter is all about learning (I want to be a voice actor) and practice (talking while on stream, reading aloud stories and snippets, putting a demo together).
  3. Creative Writing
    1. Not sure if this will be followed-up on fully. However, it ties in nicely with the goal of voice work. It's always safe to read your own material online :)

      Whatever the case, writing is a creative fallback from both streaming and speaking.
  4. Say No!
    1. I've already messed this up at the time of writing as the quarter has already started a few days ago. Saying "no" is incredibly tough for me and it must not be.
      Let's see if I can do any better going forward, at least protecting a two hour time slot every morning to stream for  the next 100 days!

For any interested, I jammed to some epic Beethoven on YouTube getting these goals down and this post written. Again, this process of goal-setting come from YouTuber Jenna Moreci. If you would like to keep up with this process, check me out on Twitter @JimmyChattin.

The principle of this quarter's goals is to be epic like Lord Vader. Wouldn't you agree this is what we can all strive for?

Original photo; Source unknown.

Quarterly Goals Recap - September 2018

This has been a tough last three months. With a huge project having dropped at work, it's exposed that I need to better protect my time and interests, though I need to better clarify what those interests are.

If you're wondering what this "Quarterly Goals" thing is, check out my previous recap or the outline for this past quarter.



What Were My Goals?


  1. Get a working prototype of a game Tech Dungeon (working title).
    1. Failed. As this quarter was winding down, I was running out of time. I did find programmers that could take on the task while my contribution was a design spec. The trigger failed to be pulled on getting this prototype ready.
  2. Write letters to my past selves.
    1. Failed. No letters written, hardly an outline. These were to be pieces of life advice, though even that is getting turned around as I type.
  3. World-build the Diesel Dark (working title) universe.
    1. Failed. It's unclear what I have here. World-building, story outlines, but what's different about it? Seemingly little from its inspiration Warhammer 40k. The best that can be said about it is that I've enough to use the IP as a converted outlet for any current or future WH40K fan fiction!
  4. Blog twice monthly.
    1. Failed. Kept up for the first month, only went half-way the second month, and here in August the blog has been neglected. I'm learning something: I prefer not to write copy! That, and what do I have to say? There's still so much to learn...
  5. Clear Facebook and Reddit of saved content.
    1. Won. Pretty darn clean. The best part was sparking off a huge Facebook discussion on a years-old post all because I 'liked' the thing!
  6. Record all saved Warhammer 40K loglines.
    1. Failed. Got started moving these hundreds of loglines for plots, characters, settings, and gameplay items. Could finish in a weekend, but would it be anything but "shuffling papers" around?
  7. Let go of a bunch of material things.
    1. Failed. Got rid of some, still have a lot. Could stick them all in a box for donation... Not ready to do that, so some will get donated while others will eventually be up for sale.
  8. Refresh C# knowledge.
    1. Won. So much covered! And so much new stuff learned in the project at the job that's been taking up attention... Plus, a lot of C++ cramming took place for interviews. (There's a story how these talks went and how I'm maybe being a little more flexible in career considerations~)
  9. Visit the family.
    1. Won. Got to see the cats - have to chalk that up as a win.
  10. Last Will and Testament.
    1. Won. This sucker is good to go! Any next steps would be sending out information packets with Will copies to a few folks for safe keeping.
  11. (Two personal goals.)
    1. Won (both). Some important things got done. I'm better equipped for the future because of the effort.
Phone Lock Screen Reminder; Photo by Alex Konstrad

Six out of twelve. Not too good. So what went askew? First, no timelines - this was all done 'seat-of-the-pants' style, allowing time to slip away. Second, no dedicated time to work on goals was allocated - it was all ad hoc, taking a few minutes here, a few there. Third, easy distractions that took away from goal-time weren't corrected for or made up. Lastly, some of the goals were not part of who I am - not enjoyable, not profitable.

How to make better games and other things? I'm thinking either 1) expanding the goal list to include day-job activities, but those aren't always dictated by me; or, 2) condensing the number of goals and improving the quality (fewer trivial pieces of low-hanging fruit).

Because I subscribe to 'work-life separation', the next quarter's goals will seek to reduce the number of goals but make their impact / quality much higher. This'll start with defining my 'Purpose', followed by goal brainstorming, then followed-up on creating timelines versus 'winging it' (what's been business so far). A new, massive task is on the horizon at the day-job, so we'll see how well time and attention can be protected!

Sound good? Good. Hope to have you along as I continue this trek to accomplish more :)

Multitasking, Distraction, and (Not) Doing

Greetings, busy person! Fellow many-priorities person here.

Have problems with multitasking? It's become well known that multitasking is dangerous. Other than being ineffective, multitasking can cause brain damage, lowering IQ, and that's just the start.

There's so much science behind trying to multitask (including popular case-study accounts like The One Thing by Gary Keller or The Effective Executive by Peter Drucker) it's clear humans are meant to do one thing at a time.

Just don't multitask. Period. (Quick post, no?)

If you'd care for a the influential remarks that came to me about multitasking, read on!

Multitasking, Distraction, and (Not) Doing

Book cover from Amazon.com

Reading Kenneth S. Rubin's book Essential Scrum: A Practical Guide to the Most Popular Agile Process hit me like a brick. It covers project development and management, though some real gold comes from the exercises. Here's one (try it yourself):

Set a timer, then say or write the following characters. Start by going row by row; record the time. Next, finish each column before trying the next; compare the times:
Image edited from Essential Scrum: A Practical Guide to the Most Popular Agile Practices

What do your times look like? Taking a guess, the row-by-row was a lot more time intensive than the column-by-column, or single-category attempt.

Mr. Rubin's test shows that multitasking such simple things as reciting together the alphabet and numbers destroys performance. Sticking to a single frame of mind saves time, if not also sanity.

Still think you can get away with multitasking? Try the test above again, but with some 'help': Turn on YouTube News, crank some music, and set a timer for ten seconds.

Those results aren't good.

This is interruption, distraction. Banes for those trying to get things done. It happens when watching (having to find a lost spot on the page or context of a scene), listening ("Could you repeat that?"), doing.

Interrupted or distracted 'doing' is especially harmful. 'Doing' is active, while hearing and seeing are naturally passive. Actions that become interrupted or distracted are like a speeding train that needs to stop (derailing) or gets onto the wrong track (oops), like a car where "they came out of nowhere" or that drifts into the other lane.

Don't 'do' during distraction.

'No longer doing' image from Pexels.com

Part of interruption can be putting something off for awhile. "Now's not a good time," you say. Well, the time gets good.

Or maybe you'd like to dust off one of those postponed projects. What you'll be faced with there is likely to be either:
  1. Irrelevant items (e.g. that blog outline predicting the outcome of the 2016 election does little in 2018)
  2. Analysis paralysis (there are so many things I could start again, maybe I'll organize them - I can't work in a cluttered environment, can I? [/sarcasm])
  3. Where to begin (where was I on project X?)
Or all of the above. Interruptions do happen (though you're working on negating them, right?). But just because something has had some effort invested doesn't warrant sinking more into the cost.

Thus the importance of no-to-do lists. When the majority of humanity lived in poverty, being able to do more was a sign of wealth. Now, when everyone - everyone - can do everything and wanting to do it all at once (multitasking), elites separate themselves over what they'll not do. From Tim Ferriss to Warren Buffet, success correlates with suppressing the 'noise' of virtually infinite possibility.

A wall doesn't have all its bricks laid at once, but one at a time. As such, picking a strength or two, a priority (maybe two), and sticking with them guarantees outcomes vs. their purgatory of being interrupted in multitasking.

Monotasking, Focus, and Exclusivity

We do better when working on one thing that has 100% attention. That doesn't mean other tasks are off the 'to-do' list, but there's only one place at the top. And that list? Carefully curated by excluding as much as possible from it so only the right work is done.

Now go forth, you hyper efficient person! Avoid multitasking multiples of 'doing', distracted 'doing', and 'doing' everything. You, your work, and those around you will be better for it.

(I know I am.)

My Overtime Experiences

This week marks (hopefully) the end of 3 weeks of serious overtime (60+ hours a week, 6-7 days a week). Needless to say, I've been thinking a lot about overtime... Let's talk about it.


Quarterly Goals - September 2018

This coming quarter is a sober one. Skipping the 'why', there are things that I feel compelled to do to have a prepared life. That said, let's jump into it!

My Goals Due September 2018

Phone Lock Screen Reminder; Photo by Alex Konstad
  1. Tech Dungeon Game Prototype
    1. This comes from the partial work done last quarter. A real-time text-based squad dungeon crawler, the text-based part is already in place. What's next is random level generation, enemies, better code for the game timers, and finally something fit for showing off on GitHub.
  2. Letters to Myself
    1. I will write letters of advice to myself at certain ages. What would you tell your seven-year-old self? Your seventeenth? The goal provides me an opportunity to address mistakes, clarify my own learning, and leave something organized in terms of a life philosophy so far.
  3. World-Build Diesel Dark (Working Title)
    1. Diesel Dark allows me the opportunity to write grimdark stories outside of the Warhammer 40K universe, i.e. intellectual property. Set on an alien Earth, by September I will have described the fungal beasts, tireless aliens, crumbling barriers, underwater cults, crazed nomads, walking mountains, fortress spires, and dying orbital cities. Maybe a story or two will creep in as well!
  4. Two Blog Posts Monthly
    1. Self explanatory. Won't hold myself to much criteria here, except that I ought not to rely on these "Quarterly Goals" articles to save me.
  5. Clear Reddit / Facebook Saves
    1. Do you collect online articles like lint on black velvet? I know I do. And I'm going to get my act together on this regard.
  6. Warhammer 40,000 Loglines
    1. Warhammer has been my crutch for the last two-to-three years. In that time a mound of concepts and storylines nearly snuffed out original stories. To fix that, I'll title and add up to a manuscript in length of content for each tale. If sometime in the future I wish to take up these thoughts again, they'll be nicely prepared to receive me.
  7. Remove All Excess Property
    1. I failed to sell all but one book last quarter. This time, the ante is upped by my forced removal of all excess property that plagues my home. Getting money for these would be nice, but the bin is free of all effort.
  8. Refresh C#
    1. When was the last time I formally studied C#? University? Whatever the case, there's a collection of tasks I've charged others to accomplish when attempting to learn C#. I'm not above these tasks myself, so it should be a fine refresher of my favorite language.
  9. Visit Family
    1. It's been awhile. I am fixing that.
  10. Will
    1. Everyone needs a will to plan their estate. Time not to talk about what I want my funeral to be like. Rather, leave no doubt as to my last intentions.
That's a list! In addition to the above are two personal goals (no worries - I'll hit those just as steadfastly!). Twelve in all, I'll be occupied without a doubt. Wish that all my intentions turn out in these endeavors!

If you missed the review of June's goals, you can find them here. As a reminder, this system is based off of YouTuber Jenna Moreci's technique. It works for her and with edits drives me too.

Quarterly Goals Recap - June 2018

Quarterly Goals?

Quarterly Goals are the well thought about activities and accomplishments I want to see done within a three month time span. There should be more than what can be accomplished though all and more must be aimed for. At the end of the quarter, a public post is made. What the goals were, their pass / fail state, and what the next quarter brings are all covered. (Nothing like public accountability!)

Author, vlogger, and cyborg Jenna Moreci (link to her Youtube channel) uses this system and is what I'm basing the work on. Her descriptions go in depth on the concept, so should you like to adopt the process, check her out. Follow along here regardless!

What Were My Goals?

For my first partial-quarter (only two months) trying out Quarterly Goals, I kept it loose with eleven parts:
  1. Sell all my excess books.
  2. Update my personal schedule.
  3. Prototype a real-time, text-based dungeon crawler.
  4. Prototype a Hotline Miami meets DOOM game.
  5. Outline a larger fan fiction of the Warhammer 40,000 Emperor of Humanity's unknown past.
  6. Rewrite three separate short stories based on feedback on.
  7. Rewrite a novella based on feedback of other stories.
  8. Only binge three meals a week.
    1. Some background on this: After following Tim Ferriss through a number of his books and studies, I read The 4-Hour Body, his book on health. 
  9. Post a video of myself on social media once a week.
  10. Upload two projects to GitHub.
  11. Finish a video game.
To remind myself, these goals were kept on my phone's lock screen so never should I forget:
(Image by Raoni Nery)

So, did I win the past few months? ... Let's say this is a learning experience.

Sell All Books

Failed. Only a single book of two or three dozen was sold (and for a pittance). The failure came from me using only Craigslist vs. Amazon Seller and bundling the books.

Update Schedule

Won. Calendar is clear with minimal additions. Further, a new morning routine is in place to maximize my accomplishments. That includes: Getting up at 6 AM everyday no matter what, writing / contributing to my quarterly goals first thing, then working out before the day job.

Real-Time, Text-Based Prototype

Failed. Not a complete failure, the prototype only has text recognition and some structures defined for code implementation. I know what I want to do - the next steps are to finish something demonstrable.

Hybrid Game Prototype

Failed. Even an attempt was abstained from. I may consider hiring someone in the future to render the prototype to specification later.

Fan Fic Outline

Won. Does an outline count if includes two branching possible narratives for the main character? I'm currently undecided.

Short Story Rewrites

Won. These were longer edits than anticipated. Nevertheless, I'm happy with the results. Any next step would have other folks critique them!

Novella Rewrite

Failed. The short stories took longer than expected, playing on my lack of planning.

Three Meal Binges

Won. I might get away with two in a week. Regardless, three works for me and I'll continue this experiment going forward.

Social Media Videos

Won. Success came merely as a technicality. Yes, videos were uploaded every week, but were they engaging? Provocative? A contribution to the world? I can do better.

GitHub Uploads

Won. Uploaded three older projects to GitHub! They don't reflect my current abilities. Instead, they serve as reminders to me that I can do things.

Finish a Video Game

Failed. Tried my hand at Darkest Dungeon. A very engaging game, but it had a repetitiveness and obvious setting back of playtime if mistakes were made. After attempting to complete it, I decided time was better invested in accomplishing other goals.


Six out of eleven isn't too bad for a first shot, but I'm a +90% kind of guy. A few things at home will be better regulated while I learn to say 'no' more easily.

Thus concludes the last quarter. Since this is long, look for the next post where I go over the goals due by September! (I promise to keep it short!)

Before Episode IV

Prologue

A long time ago, in a galaxy far, far away, a civil war rages.
“We should go,” Maria said.  “The plans are compiled, and we don’t know who could have been listening.”
“Do you think Imperials would peep all the way out here?”  Kyle asked, rising from a console.
Maria closed out of the last few glowing screens.  She was middle-aged, still in a prime though aged with years of subversion.  “I’m not talking about their tech; they know things they have no business to.”
“Rumors are rumors,” Kyle said, shaking his head.  “You always bring that up.  There’s no proof that a scanner can detect these Confederate channels, saying the Whites have that magic.  My mum said the Force -”
“Shut up about that!  How’d she get caught-up again?  ‘Didn’t see it coming’, was it?  Back before your stint with the Empire?”  Maria didn’t usually get this venomous.  Carrying data about the most dangerous weapon to the galaxy, one that a fleet would very likely die for, put her on edge.  “The Empire fought with the Force in the Wars, whatever the history holos say.”
Kyle opened the door without a word, a hint of a frown being taken into the hall.  He wished his mum hadn’t been brought up at all.  “As you said, we have a long flight ahead of us.  Tantive won’t wait long.”
“Ya.”  Maria, having spent more than tenfold the time than Kyle opposing the Empire, knew how quickly appointments could fall apart.  And how quickly a spy for the Whites could get word out to a communication probe.  “The encryption took so long, it should have bought us a few hours.  At least the Bothans automated the processes before they bugged-out.”
Kyle only shrugged.  Time serving in the Stormtrooper Corp exposed him to much better technology than even the best Alliance command posts he’d seen; this backwater listening post being far worse.  He’d seen reports on Bothans, too; easy enough to spot with the fur, but still-secret personal cloaking that beat even Imperial detection allowed them uncontested stealth within Imperial holdings - well, most of the time.
He wasn’t much for intuition, but he was uneasy - so was everyone else in the corridor which they passed.  Something was different this time around.  A harsh year with the Rebel Alliance saw round after round of furious flight from fort after fort followed by soul-crushing periods of boredom.  Now, post weeks of waiting with secrets few trusted him to have, the presence of the schematics acted like a malicious talisman from Maria’s Force stories.  The Bothan discovery and subsequent rout made the situation want for at least a bare minimum of neutral news, too.
But that wasn't something to be shared with this coconspirator.
Maria had earned her place with the Rebellion.  She, a new land-trader, had seen the end of the Clone Wars only to have an Imperial task force ‘render’ the major cities of her world, one that had been on the wrong side of the galactic conflict.  Salt-and-pepper close-cut hair, dark skin, and grey eyes, her withering stare did less damage than her veined hands - at least to the throats of a dozen troopers on her homeworld, tucked away in their barrack bunks.  Had it been known that a whole hemisphere would be bombarded from space, six million lives may not have been worth a fist-full.
Seeing too many friends die had branded her as very no-nonsense.  Maria’s oft preached belief that the enemy had access to the Force was the only unevidenced mindset Kyle thought her to have.
This asteroid post from the Clone Wars was too small, too poorly equipped with anything but the necessities, to sport a turbolift.  Stopping at the cross-station ladder well, hand on a rung, Maria turned to Kyle.  “Just watch it getting out of here - assurances that-”
She was cut off with a boom.  Lights blanked-out to be replaced by red strobes and a pitiful electric wail.
The gravity went out too, saving Kyle from cracking his face into the wall.
“Slag it!” Kyle shouted.  Gravity returned long enough for Kyle to barely get his feet before another shudder hit the station.  Maria was already up the well, yelling down at him.
“Kyle!  Get going now!”  Maria’s face disappeared as Kyle raced up after her.
“Imperial forces have dropped out directly in our space.  Proceed to evacuate,” echoed the loudspeakers.  “Repeat, Imperial f-”
Kyle cursed as he chipped a tooth when another quake hit the small asteroid.  Launching himself down the weightless hall, he barely dodged Warren, the atmosphere quality tech, floating by with his head at a wrong angle.
Loosened paneling vibrated in rhythm with the thumping surface guns; guns too small for any military-grade shielding.  Dust mixed with the escaping smoke of blown electrical routing.
“Maria!”  Kyle couldn’t find the evacuation strip in the flickered red light.  Looking for the right passageway, he slowed his momentum along protruding handholds.
Two station personnel careened into the hall at the far end.  They were mouthing something Kyle couldn’t make out over the whine of alarms.  What he did hear was screaming - of man or metal, was a difference without distinction - as a fireball ripped the far corridor asunder, vaporizing the other evacuees before emergency seals slammed together between him and the flames.
Stunned, a grip along Kyle’s ankle wrenched him through a small accessway just as the locks further on began hissing atmosphere.
“Idiot!”  Maria threw Kyle down the hole.  “Go go go!”
They pawed over rungs and floating debris into a sub-corridor.  Flying by, Maria pulled through their ship’s docking port, heading straight to the cockpit.  Kyle closed the hatch, strapping in next to Maria.
Keying in the cold-start sequence, their ship vented propulsion directly onto the asteroid’s surface, pulling charging cables in their wake.  Charging out of the hidden rock cleft, hunks of planet-forming stuff rolled in front of them, rushed past them.  A boom rocked the ship’s shields which squealed in protest.
“Readings fore and aft - I think they’re TIEs.  Eighty-percent on the Hyperdrive.”  Maria banked through the still expanding cloud of detritus of the Alliance station.
Through the cockpit window, a green streak annihilated an asteroid dead ahead.  As Maria twisted to avoid the majority of rocklets, Kyle punched-in the final coordinates for the Hyperdrive system.  Chancing a glance, he switched to the rear camera.  A new layer of cold sweat beaded on his forehead.
Glowing bone-white, the colossal Star Destroyer of the Empire was as keen as a dagger against the blackness of space, smaller escort craft hugging its flanks like flies on a carcass.  Even at their distance, Kyle could make out the Star Destroyer’s rows and rows of mounded turrets that could burn away a planet’s crust in mere hours.  Green sparks twinkled over its surface.
“Incoming!”  Kyle furiously typed in the counter-frequencies for high-energy deflection.  He knew it wouldn’t be enough to handle a direct impact, but he figured there was very little else that could be done.
An eye-searing explosion of green light filled the cabin.  The ship, tossed through space like a toy, narrowly missed skyscraper-sized rocks.  Every warning alarm the ship possessed deafened the screams of the engines attempting to straighten-out.
Maria, gasping through tearing eyes, righted the craft.  “One hundred-percent,” she wheezed, slapping the Hyperdrive engage switch.
As the universe began to vanish into a tunnel of light, Kyle noticed the blood filling the cockpit.

Author's note: I've been quite busy at work, but nothing is ready to be shared code-wise.  At home, there's been more of a creative expression - one part, being a rewriting of Star Wars Episode IV's original screenplay and novelizing that.  This is a part of that effort needing to get out before too many people see Rogue One!  (Star Wars and all fictional content relating to that property is not owned by me.)

It's Raining New Content: Rapid Test Iterations

(Games of Taste - Notes from a GDC 2013 session.)


Session presenter: Benjamin Seifert ( QA Lead - Riot Games )


Image from Riot Games Twitter account.
  • Look for analysts, not "testers".
  • Quality Assurance must be ready to commit no matter the project.
  • QA pick-a-path strategy for development: Subject Matter Expert (SME), People Management, and Project Management.
    • QA should be capable to pick-up on any of these skills.
  • Automated testing will catch things such as FPS drops; use it often.
  • Test things to see if it is fun for players (automation isn't everything).
  • Feedback playtesting comes in the forms of company group-play, intra-team play, and inter-team play.
  • “Is the cool new spider monster engaging?” - A verbatim question on the League of Legends Twisted Treeline map's content
  • QA starts by giving feedback on character concepts at Riot.
  • Ongoing challenges with Rapid Test Iteration: Continual training and innovation along with a lack of documentation.


Final Thoughts


  • Strive to reach a 0-bug build.
  • ‘Pain Score’: Each bug has this; if the score of a bug in a build is low enough, a build is released.
  • Content is the lifeblood of LoL.

Find more sessions like this at the GDC Vault.

Philosophy on Design Progression and Balance - Railgun



Image from Railgun Twitter page.
(This post was first drafted and published here.  Updated and reposted with permission.)

I'm working as the associate Game Designer on Railgun, an action shooter for Windows PC, built using Lua scripting and Blueprint-like Flow in Autodesk Stingray.  Levels and some of the gameplay systems are my forte.

Here's how I go about designing things:

Bottom-Up Balance

Image from Battle.Net.
Companies such as Blizzard typically start their design balancing from the bottom-up.  Starcraft was made by first balancing the starting worker and warrior characters: Terran Marines, Zerg Zerglings, and Protoss Zealots are fine-tuned with each other before other units hit development.

I apply similar principles to the evaluation of Railgun's systems in these ways:

  1. If the base weapon and unit are not fun, we have a problem.
  2. If a new weapon or ability isn't fun with the base unit, we have a problem.
  3. If a new unit isn't fun with the base weapon, we have a problem.
These tenets make it easy to develop scenarios for different aspects of the game.  Though there can be exceptions (after close analysis), generally removing ambiguity simplifies the testing process and the communication that needs to happen with other members of the team (i.e. explaining design philosophy).

100 of a unit, the weapon choice for the player, and leaving everything else the same further allows for standard algorithms to be generated in predicting the outcomes of play (more on this below).  Repeated tests can refine prediction variables, but they get designers working with something decently accurate to the final outcome quickly.

Copy-Pasta Templates

Railgun_Autodesk_Flow
Image from RailgunGame.com.
Dictating parameters in a way that can be quickly replicated is a (glorious) feature of Visual Scripting, something Stingray and the more well-known Unreal Engine 4 take to heart.  Each node exposes only the necessary variables needed for design - K.I.S.S. and YAGNI reduce option-overload for non-designers, designers, and even the original background-code developer of the node.

After overcoming the psychologically debilitating selection of choices in Flow, I increase the speed of level generation by copying-and-pasting more complex code structures that only require first-time setup.  Time is then only required to tweak parameters for a given level to fit my progression modeling.

Not Designing in the Dark


Artists and writers often face detriment when it comes to the blank space of a page.  The same happens to a designer facing an empty level: What goes where?  Is it too tough?  How many rewards is the player going to get?  Does a story fit here?  Should it?

That's where abstract prediction algorithms come in.

At the earliest opportunity, get a visual representation of the game over time/space.  Even a back-of-the-envelope sketch of how difficulty, progress, and other measurable aspects guides the design process without doubt as to if the designer is going beyond their means.  This will guide design throughout the product lifecycle, projecting expected outcomes once the game gets to players.

It's important to prototype what is going on in-game before diving into the editor to see how things look on a spreadsheet (stereotypical friend of the designer).  Paper prototyping (or putting in ready-made assets into a blank, digital level) delivers what the base game could feel like, thereby outlining a point about which to escalate in difficulty.

Railgun-SpeedVSPoints-Chart
Image from RailgunGame.com.

As for starting to put in units and objects into a level, a general rule-of-thumb is to keep the first few minutes of the game educational (AKA the tutorial).  I involve one, at most two opponent types (these can be puzzles or similar obstacles in other genres) with enough change in the space of the level to encourage using nearly all the controls available to the player.

In 8 short steps:
  1. Paper-prototype game timeline/progression.
  2. Develop prediction algorithm.
    1. Compile game telemetry data to determine trends.
    2. Play the base set (unit, weapon, etc.) of the game repeatedly, plugging in the aggregate data (deaths, points, play time, etc.) into a tool such as Google Sheets, and deriving a value from that.
  3. Create basic first level.
  4. Apply prediction algorithm.
  5. Repeat processes three and four (approximately) to game design completion.
    1. By "completion", this means that there's content in every level, every unit/weapon has been implemented in code.
  6. Play the game; refine the algorithm's parameters, unit stats, and level design based on the firsthand experience.
  7. Get others play the game; observe performance, ask what players don't like, and never blatantly implement a solution offered by an outside party.
    1. Solutions to problems is the role of the game makers; players also tend to be biased towards fixes that benefit their style of play.
  8. Repeat steps six and seven to and through launch.

Image from Railgun Twitter page.

Conclusion

With simple rules and graphical projections to guide development, putting together levels and gameplay systems can be significantly sped-up while also decreasing the tweaks needed to balance the experience.  Railgun is one case study where this is working to great effect.

Look for more news from Railgun soon.  Check in again when new programs, designs, and insights are released here on Make Better Games!

Multiplayer Learning with Banjo-Tooie

(Games of Taste - Comments from late '12 after varied game competition.)



Banjo-Tooie Multiplayer

Image from Banjo-Kazooi Wiki.

  • + Unique library of weapons to use.
  • + Distinct character features to fit multiple play styles.
  • - Useless melee ability.
    • A fix: Decrease cool-down times in attacking while increasing the effective range of the attack.
  • - Unintuitive effects from weapons.
    • A fix: Define all the effects of an attack in the first pull of the trigger.
  • - Clumsy controls in aiming and movement.
    • A fix: Keep sensitivity of aiming at a moderate scale, while only keeping movement on one control (not both the directional pad and analog stick); don’t use inverse controls by default.
  • - Level design is absent - like a cake missing something sweet.
    • A fix: Make levels have high and low areas, while also placing weapons in locations that naturally draw players together.


This past weekend was another Olympic LAN party.  A few games were played, but I felt Banjo-Tooie’s multiplayer needed special mention.  As you can see by the list above, it was… unimpressive.

The game provides a unique library of weapons to use.  Mines, bombs, rockets, and machine gun rounds are all in the form of eggs shot out of a bird.  Special, right?  It is, but all for the wrong reasons.  Mines explode when placed anywhere near another mine, machine guns do zilch, and the difference between higher-damage rounds can’t be told just looking at them.

Speaking of weapons, the melee would be better if it didn’t exist.  When the melee button is hit, the in-game character goes into a dreadfully long animation to do essentially nothing.  That time makes the player a sitting-duck, readying them for cheap-shots in multiplayer matches.  Attacking hand-to-hand is a death wish.

Image from Wikipedia.
There is a fun set of familiar Banjo game characters.  Each one is either fast, average, or slow in movement.  However, the controls make every character feel like they are either antique tanks or sliding on a greased floor.  Turning to aim at an opponent is nigh futile; the prevailing strategy is to shoot like a madman in the general direction of foes.  Maybe then a hit will be landed, but it won’t make up for very touchy controls.

Finally, multiplayer levels lack a lot of what modern games take for granted.  Modern games have elevation levels, ‘safe’ and ‘prospect’ places, and flow to direct players into confrontation.  Banjo-Tooie misses these things by a mile.  To summarize, encounters are random, and players can easily get lost in the cramped depths of the multiplayer arena.

In essence, Banjo-Tooie is a game to learn from.  Being a spearhead of 3D gaming, there are both good things, and terrible things, in the game’s multiplayer design.  Good differences are present in character traits and weapons, but poor weapon instruction, excruciating controls, and no level design leave the game lacking.  May we all learn from Banjo-Tooie’s multiplayer to help make better games in the future!